smokejumper's new content list - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: actually, yes, quit your day job
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 1 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2003-06-10, 11:06 PM   [Ignore Me] #1
teratravp
Corporal
 
smokejumper's new content list


"PlanetSide's Future Plans

Folks,

A lot of you have expressed curiousity as to what the Dev Team is up to in regards to PlanetSide and its future content. Now that we've had a few weeks to shake out the launch of the game and watch how the game is running, we're ready to make some of this public.

The list below is not a complete list of all features that will be added to the game. It's just a list of what we're sure will go into the game in the near future. There are a whole host of things we're not quite ready to reveal yet, so you can expect lots more to be unveiled in the months to come.

Without further ado:

Near Future Improvements (features & tweaks)

(next two weeks)

Facility Link Benefits: Each facility gives a benefit to the owning Empire. This ability is activated whenever an Empire owns a facility of that specific type somewhere on a continent. If multiple types of facilities are owned by an Empire on a single continent, then the abilities are shared between those facilities if there are no ownership breaks between those facilities on the lattice.

For example: On Cyssor, if the TR own Pamba and Shango, then they would gain the ability for the Amp Station *and* the Bio Laboratory at both locations. However, if the TR only owned Pamba and Itan (no "friendly" connection between them), then the facilities wouldn't get to share their abilities. Instead, Pamba would have the Amp Station benefit (only) and Itan would have the Bio Laboratory benefit (only).

The facilities have the following benefits:

Bio Laboratory: Reduces all respawn penalties by 50%, at linked facilities only. (Not Towers and not AMSs.)
Technology Plant: Makes "advanced" vehicles avaialble at all vehicle pads linked to a friendly Tech Plant.
Amp Station: Allows vehicles to recharge their shield capacitors in the courtyard of any linked facilities. This shield strengthens the armor of the vehicle, but dissipates as damage hits that shield. Vehicles recharge over time when in a linked courtyard, and only dissipate energy when damaged. There is no way to recharge a shield capacitor "in the field".
Dropship Center: Allows access to Repair/Rearm Pads at linked facilities. Air vehicles can now land on the air vehicle pads and ground vehicles can pull up to a wall station in the courtyards. Once there, the vehicles can repair themselves over time, as well as access a terminal interface based on the Equipment Terminal that allows them to fill their trunk space without leaving the vehicle.
Interlink Facility: Creates an extended area that the facility can see on radar. In otherwords, it greatly enhances the coverage area of your basic radar and makes your Phalanx wall turrets much more effective. NOTE: Wall turrets are automated at all times when they are not manned by a player. They fire more slowly when automated, but are still effective. It is no longer required to own an Interlink Facility in order to activate the wall turrets. All bases have active turrets at all times unless ownership is neutral.
Advanced Hacking: Only Advanced Hacking lets you hack equipment terminals and vehicle terminals now. Basic Hacking only allows hacking of Medical Terminals, Lockers, Implant Terminals, and Certification Terminals. (Of course, all hacking abilities still continue to work for doors and control consoles.)

Liberator (bomber): The Liberator is a three-crew vehicle where all positions can shoot. The pilot has a fixed-forward machinegun, the tailgunner has an easily swiveled machinegun for air defense and ground sweeps, and the bombardier can choose between "tankbuster" shells (dropped one at a time) or "anti-personnel" shells that split in mid-air and drop a pattern of shells around the target area, designed to annihilate infantry with multiple explosions.

Skyguard (anti-aircraft buggy): The Skyguard is a two-crew vehicle where the driver sits forward and the gunner behind. The gunner has access to a flak cannon to take down air targets and a machinegun with which to defend against infantry.

Orbital Strikes: Command Rank 4 & 5 characters now have the ability to pull down powerful energy beams from the Empire's orbital platform in space. Targets are designated by dropping a waypoint somewhere in a radius around the commander and then confirming the Strike to the orbital platform. They then send a beam down that is massively destructive in its power. Orbital Strikes cost Outfit Points to use, so Commanders should keep in mind that they're spending their Outfit's collective points when using this ability. This is a timed ability, and once triggered, the timer must expire before another Orbital Strike can occur.

EMP Blasts: Imagine a Jammer grenade on steroids. A CR3-5 Commander can emit an EMP shockwave, centered on his position, that expands out, deactivating and disorienting enemy units around him. Soldiers lose their radar, all implants are reset, Spitfires and Alarm Sensors are deactivated, enemy vehicles are disabled, and mines and Boomers are detonated. All effects are temporary. Once an EMP Blast is used, the Commander must wait for a timer to expire before he's able to use it again.


--- continued in next post because of size limit
teratravp is offline  
Reply With Quote
Old 2003-06-10, 11:08 PM   [Ignore Me] #2
teratravp
Corporal
 


------- continued


See all Enemies: Command Rank 4 & 5 characters can trigger this Uplink ability and get a sense of the positions of all enemy units within a certain radius of the Commander. (CR5 Commanders have a bigger radius than CR4 Commanders.) Enemy positions are accurate, but they are only valid for the moment that the info was downloaded. The position blips darken and fade over time to show that they are "old intel" and aren't reliable any longer. This ability, once triggered, must wait for a timer to expire before it can be triggered again.

Uplink Device Interface: An interface has been developed for the Uplink Device allowing Commanders to better see the time needed before an ability is ready for use again.

Vehicle Queuing System: After watching the game develop further, it became obvious that we needed to streamline the vehicle acquisition process. Thus, the queuing system was developed. Players now transport directly to their vehicle after purchase, and auto-drive away from the pad. This minimizes the amount of time needed to get a vehicle and clear the pad for other players. Additionally, if there is a line at the terminal, there is now a queuing system that's intuitive and easy to use that lets you just hang out after making your choice until your vehicle is created. No more "double-click frenzy" as you try to beat the other players in a timing game to acquire a vehicle.

HotSpot Improvements: Hotspots are intended to tell you where the best battles are so that you can cut down your travel time and participate in the great combats around the world. Unfortunately, they don't currently refresh often enough, and they aren't always accurately portraying where groups of players are fighting. That will change soon. Hotspots will be scaled to the size of the fight occurring, and will be refreshed much more often so that the info is accurate when you arrive.

Instant Action Improvements: You can currently be redeployed to a continent where no friendly facilities are owned, thus forcing you to either try and work a facility down to zero NTU (so you can hack it) or move to another continent if you want to attack a base. This, and some fall-through conditions, will be fixed so that Instant Action is more reliable, and so that when you use it, you're pretty much guaranteed to be near a quality battle of some sort.

No "Hack Leapfrogging": You will soon be unable to hack an enemy facility if the only friendly facility linked to that enemy facility is also hacked itself. This will stabilize the "fronts" and prevent "hack leapfrogging".

Defenders can Respawn at Hacked Facilities: To aid the defense a bit, they will soon be able to respawn at hacked facilities. Of course, the respawn tubes have to be in operating condition, but if they're available, then defenders can respawn there.

Empire Incentives: The experience modifications are going away. Empire Incentives will be based on "meatier" variables now to give some bite to the Incentives. Health maximums will be affected directly so that underdog Empires get a bonus that matters.

(next month and beyond)

Again...this is not a complete list, but here goes:

Tower Silos: Yes, you requested it and we agree with you. Towers are getting Silos. They'll run off NTUs soon.

Tower Hack Times: It's likely that Towers will get a five-minute hack timer so that they can't be instantly flip-flopped.

Medic Improvements: The Medic will get great new interfaces to make Revive a more useful ability, as well as additional abilities to help out friendly units with things like stimpaks and regen patches.

Facility Gameflow: We'll be shaking up the gameplay you're used to now and making the buildings more interesting, with potential items like a force wall at the courtyard gates and possibly a blast door on the side entrance to the catacombs that would have to be hacked from within the building in order to open it to enemy attack.

Continental Lock Incentives: As your Empire gains more continental locks, your Empire also gains "bonuses" that affect all players in your Empire. These incentives start after the first couple of locks, and are additive for each successive lock thereafter. They are balanced so that it doesn't create a problem where "winners keep winning", but they are attractive bonuses just the same.

"Fame and Glory" Screens: In-game screens announcing recent best experience gainers, most kills, best outfits, territory "winners", etc. will all be available in-game so that those that it's all at-a-glance.

Outfit Point Expenditures: The Orbital Strike ability is merely the tip of the iceberg. There will be a lot of ways to spend Outfit Points in the future and those will roll out continuously over time so that Outfits have to decide where they want their points to be spent during combats in the field.

There's a lot more to come after that. Watch for more details in the weeks to come.

- Dave"



Cool stuff. What do I still find noticeably absent about these plans though? Real wins, real rewards. They would still be missing even with all that. And that's the reason the game is empty right now, that's the thing I'm waiting to see added. These devs are really cracking on the issues but this game has a ways to go (and like I said in beta these next three months are going to be the real beta)
teratravp is offline  
Reply With Quote
Old 2003-06-10, 11:13 PM   [Ignore Me] #3
Prowler
PSU Realdoll
 
Prowler's Avatar
 


Nice.
__________________
[Desktop System:AMD Athlon FX-53,2048 DDR SDRAM,Nvidia GeForce FX 6800 Ultra 256MB,Win XP Pro,Alienware ALX]
Prowler is offline  
Reply With Quote
Old 2003-06-10, 11:17 PM   [Ignore Me] #4
mistled
Contributor
Lieutenant Colonel
 
mistled's Avatar
 


Can we get a link to where you got this from please??
__________________

...Visit {BOHICA}...

{BOHICA}: Giving it to Gamers, One Ass Kicking at a Time
mistled is offline  
Reply With Quote
Old 2003-06-10, 11:21 PM   [Ignore Me] #5
Prowler
PSU Realdoll
 
Prowler's Avatar
 


Originally posted by {BOHICA}mistled
Can we get a link to where you got this from please??

Here ya go pal: http://planetside.station.sony.com/n...sp?story=56618
__________________
[Desktop System:AMD Athlon FX-53,2048 DDR SDRAM,Nvidia GeForce FX 6800 Ultra 256MB,Win XP Pro,Alienware ALX]
Prowler is offline  
Reply With Quote
Old 2003-06-10, 11:23 PM   [Ignore Me] #6
Hamma
PSU Admin
 
Hamma's Avatar
 


Sanc strikes are MIA
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2003-06-10, 11:24 PM   [Ignore Me] #7
Prowler
PSU Realdoll
 
Prowler's Avatar
 


Originally posted by Hamma
Sanc strikes are MIA

Forgot about those.
__________________
[Desktop System:AMD Athlon FX-53,2048 DDR SDRAM,Nvidia GeForce FX 6800 Ultra 256MB,Win XP Pro,Alienware ALX]
Prowler is offline  
Reply With Quote
Old 2003-06-10, 11:24 PM   [Ignore Me] #8
Hamma
PSU Admin
 
Hamma's Avatar
 


Originally posted by teratravp
Cool stuff. What do I still find noticeably absent about these plans though? Real wins, real rewards. They would still be missing even with all that. And that's the reason the game is empty right now, that's the thing I'm waiting to see added. These devs are really cracking on the issues but this game has a ways to go (and like I said in beta these next three months are going to be the real beta)
This is a persistant world.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2003-06-10, 11:24 PM   [Ignore Me] #9
mistled
Contributor
Lieutenant Colonel
 
mistled's Avatar
 


Thanks Prowler.
__________________

...Visit {BOHICA}...

{BOHICA}: Giving it to Gamers, One Ass Kicking at a Time
mistled is offline  
Reply With Quote
Old 2003-06-10, 11:32 PM   [Ignore Me] #10
Navaron
Contributor
Major General
 
Navaron's Avatar
 


"Dropship Center: Allows access to Repair/Rearm Pads at linked facilities. Air vehicles can now land on the air vehicle pads and ground vehicles can pull up to a wall station in the courtyards. Once there, the vehicles can repair themselves over time, as well as access a terminal interface based on the Equipment Terminal that allows them to fill their trunk space without leaving the vehicle. "

FUCKIN A Peter man!

"Orbital Strikes cost Outfit Points to use"

BADASS!!!

"Defenders can Respawn at Hacked Facilities: To aid the defense a bit, they will soon be able to respawn at hacked facilities. Of course, the respawn tubes have to be in operating condition, but if they're available, then defenders can respawn there."

BOUT FUCKING TIME!!!!!

"EMP Blasts: Imagine a Jammer grenade on steroids. A CR3-5 Commander can emit an EMP shockwave, centered on his position, that expands out, deactivating and disorienting enemy units around him. Soldiers lose their radar, all implants are reset, Spitfires and Alarm Sensors are deactivated, enemy vehicles are disabled, and mines and Boomers are detonated. All effects are temporary. Once an EMP Blast is used, the Commander must wait for a timer to expire before he's able to use it again."

That's sweet!

This is the best stuff I've heard come out of the PS ladies in a long time. Definately getting my subscription $$$!

I'm pumped!
__________________
You First. No more Pearl Harbors.

Vist www.bohicagaming.com because we're better than you.
Apply|Contact|Forum
Navaron is offline  
Reply With Quote
Old 2003-06-10, 11:36 PM   [Ignore Me] #11
powdahound
Contributor
PSU Staff
Code Hound
 


This is definitely AWESOME.
__________________
powdahound.com
powdahound is offline  
Reply With Quote
Old 2003-06-10, 11:45 PM   [Ignore Me] #12
Doppler
Contributor
Major
 


Tower Hack Times: It's likely that Towers will get a five-minute hack timer so that they can't be instantly flip-flopped.
This idea worries me, i'll wait till i see it actualy drop but tower battles have always been some of my fave parts of the game and i'm a little afraid of anything that messes with em.
__________________
The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one.

Doppler/Galgimp-J/Hardcased

Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all.
Doppler is offline  
Reply With Quote
Old 2003-06-10, 11:45 PM   [Ignore Me] #13
HeadhunteR
Private
 
HeadhunteR's Avatar
 


reserved
HeadhunteR is offline  
Reply With Quote
Old 2003-06-10, 11:47 PM   [Ignore Me] #14
MuadDib
Staff Sergeant
 


No "Hack Leapfrogging"
Defenders can Respawn at Hacked Facilities


This alone makes me do the fucking happy dance for this.
MuadDib is offline  
Reply With Quote
Old 2003-06-11, 12:07 AM   [Ignore Me] #15
Doppler
Contributor
Major
 


Defenders being able to spawn at hacked facilities was gonna be the next poll entry, hmm and NTUS for towers was also somewher eon the list hrmmm
__________________
The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one.

Doppler/Galgimp-J/Hardcased

Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all.
Doppler is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 1 Discussion

Bookmarks

Discord

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:29 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.